Anti-sandbagging in head-to-head gaming for enriched game play environment

ABSTRACT

An electromechanical gaming machine constructed to receive real world credits from a user, and operate an anti-sandbagging wagering system. One embodiment includes an entertainment controller, a game world controller, and a real world controller. The entertainment controller generates a skill-based entertainment game, records user identification information, receives the user&#39;s interactions, determines the user&#39;s level of skill, associates it with the user&#39;s identification information, and communicates user information to the game world controller; the real world controller, determines a gambling outcome for a wager, and the game world controller instructs the real world controller to execute the wager based on the user&#39;s interaction with the skill-based entertainment game, receives the user information, generates an anti-sandbagging provision that triggers a user identity confirmation, applies the anti-sandbagging provision, and performs the user identity confirmation.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/270,335 filed on May 5, 2014, which is a continuation of U.S. patentapplication Ser. No. 13/917,529, filed on Jun. 13, 2013 and issued May6, 2014 as U.S. Pat. No. 8,715,068, which is a continuation of PatentCooperation Treaty Application No. PCT/US12/60679, filed Oct. 17, 2012,and claims the benefit of U.S. Provisional Application Nos. 61/627,769,filed Oct. 17, 2011, 61/627,737 filed Oct. 17, 2011 and 61/627,749,filed Oct. 17, 2011 and is related to PCT patent applicationPCT/US11/26768, filed Mar. 1, 2011, U.S. Provisional Patent Application61/459,131, filed Dec. 6, 2010, U.S. Provisional Patent Application61/460,362, filed Dec. 31, 2010, U.S. Provisional Patent Application61/516,693, filed Apr. 6, 2011, U.S. Provisional Patent Applicationentitled Enriched Table Top Game Play Environment (Single OrMulti-Player) For Casino Applications filed Sep. 30, 2011, the contentof each of which is hereby incorporated by reference in its entirety asif stated in full herein.

FIELD OF THE INVENTION

Embodiments of the present invention are generally related to gaming andmore specifically to an entertainment game played among players withvarious skill levels in an anti-sandbagging hybrid game that includesboth a gambling game and an entertainment game.

BACKGROUND

The gaming machine manufacturing industry has traditionally developedgaming machines with a gambling game. A gambling game is typically agame of chance, which is a game where the outcome of the game isgenerally dependent solely on chance (such as a slot machine). A game ofchance can be contrasted with a game of skill where the outcome of thegame may depend upon a player's skill with the game. Gambling games aretypically not as interactive and do not include graphics assophisticated as an entertainment game, which is a game of skill such asa video game.

SUMMARY OF THE INVENTION

Systems and methods in accordance with embodiments of the inventionoperate an anti-sandbagging hybrid game. One embodiment includes ananti-sandbagging hybrid game, including one or more processors, memorycoupled to the one or more processors, the memory storingprocessor-executable instructions that when executed by the one or moreprocessors, cause the one or more processors to execute a process of:executing a gambling game comprising a real world engine constructed toprovide a randomly generated real world credit payout for a bet of anamount of real world credits in the gambling game, executing anentertainment software engine constructed to provide an entertainmentgame of skill providing a game world credit outcome upon a player'sexecution of the entertainment game of skill, executing a game worldengine constructed to manage the entertainment software engine andcommunicate a gameplay gambling event occurrence based upon the player'sexecution of the entertainment game of skill, the gameplay gamblingevent occurrence triggering the bet of the amount of real world creditsin the gambling game and generation of the randomly generated real worldcredit payout for the gambling game for the bet of the amount of realworld credits, to the gambling game, and executing an anti-sandbaggingmodule constructed to receive player performance measurements for theplayer from the game world engine, assign an anti-sandbagging provisionto the player based at least in part upon the performance measurementsfor the player from the game world engine by determining if the player'sperformance measurements are a significant deviation from expectedplayer performance measurements, wherein the anti-sandbagging provisionis a limitation on the bet of the amount of real world credits, and sendinformation concerning the assigned anti-sandbagging provision to thegame world engine that configures the game world engine to implement theassigned anti-sandbagging provision within the anti-sandbagging hybridgame.

In some embodiments, the player performance measurements include thegame world credit outcome of the player's execution of the entertainmentgame of skill and the amount of real world credits utilized by theplayer in the wager of the amount of real world credits as triggered inthe gambling game.

In some embodiments, the anti-sandbagging provision is assigned to theplayer based at least in part upon a relationship between the game worldcredit outcome of the player's execution of the entertainment game ofskill and the amount of real world credits utilized by the player in thereal world credit wager as triggered in the gambling game included inthe performance measurements for the player from the game world engine.

In many embodiments, the limitation on the bet of the amount of realworld credits is a limit on the value of bets that can be placed.

In several embodiments, the limitation on the bet of the amount of realworld credits is a limit on the volume of bets that can be placed.

In many embodiments, the limit on the volume of bets that can be placedis a limit on a number of bets that can be placed.

In numerous embodiments, the limit on the volume of bets that can beplaced is a limit on an aggregate value of bets placed.

In several embodiments, the limit on the volume of bets that can beplaced is a limit on an aggregate value of bets won.

Another additional embodiment includes a method of operating ananti-sandbagging hybrid game that includes an entertainment gameconstructed to provide outcomes upon a player's skillful execution ofthe entertainment game, the method including: receiving playerperformance measurements for at least one player from a game worldengine using an anti-sandbagging module, where the game world engine isconstructed to communicate gameplay gambling event occurrences basedupon a player's skillful execution of the entertainment game thattrigger the randomly generated payout for the gambling game to agambling game including a real world engine constructed to provide arandomly generated payout for the gambling game; assigning ananti-sandbagging provision to the at least one player based at least inpart upon the performance measurements for the at least one player fromthe game world engine using the anti-sandbagging module; and sendinginformation concerning the anti-sandbagging provision to the game worldengine using the anti-sandbagging module that configures the game worldengine to implement the assigned anti-sandbagging provision within theanti-sandbagging hybrid game using the anti-sandbagging module.

In a still yet further embodiment, the assigning the anti-sandbaggingprovision to the at least one player based at least in part upon theperformance measurements for the at least one player from the game worldengine includes determining that a player's performance measurements area significant deviation from expected player performance measurements.

In a still further additional embodiment, the determining that aplayer's performance measurements are a significant deviation fromexpected player performance measurements utilizes an outlier test.

In still another additional embodiment, the outlier test is the Grubb'soutlier test.

In a yet further embodiment again, the outlier test is the Dixon Q-test.

In yet another embodiment again, the anti-sandbagging module isconstructed to adjust a player's anti-sandbagging provision upondetermining that a player's performance measurements are a significantdeviation from expected player performance measurements.

A yet further additional embodiment includes a machine readable mediumcontaining processor instructions, where execution of the instructionsby a processor causes the processor to perform a process including:receiving player performance measurements for at least one player from agame world engine that is constructed to communicate gameplay gamblingevent occurrences based upon a player's skillful execution of anentertainment game that trigger a randomly generated payout for agambling game to a gambling game; assigning an anti-sandbaggingprovision to the at least one player based at least in part upon theperformance measurements for the at least one player from the game worldengine using the anti-sandbagging module; and sending informationconcerning the anti-sandbagging provision to the game world engine usingthe anti-sandbagging module that configures the game world engine toimplement the assigned anti-sandbagging provision within theanti-sandbagging hybrid game using the anti-sandbagging module.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A illustrates an anti-sandbagging hybrid game in accordance withan embodiment of the invention.

FIG. 1B is a deployment diagram illustrating an anti-sandbagging hybridgame in accordance with an embodiment of the invention.

FIG. 10 is a system diagram that illustrates a network distributedanti-sandbagging hybrid game in accordance with an embodiment of theinvention.

FIG. 2 is a sequence diagram illustrating the operation of ananti-sandbagging hybrid game that assigns a handicap as ananti-sandbagging provision according to a determination of whether aplayer significantly deviated from expected performance in accordancewith an embodiment of the invention.

FIG. 3A is a flow chart of a process of using an anti-sandbagging moduleto determine whether a player's current performance significantlydeviated from historical performance in accordance with an embodiment ofthe invention.

FIG. 3B is a lookup table that can be used to determine the probabilitythat rejection of a player's performance at an anti-sandbagging hybridgame as being inconsistent with the player's actual ability would beimproper in accordance with an embodiment of the invention.

FIG. 4 is a sequence diagram illustrating the operation of ananti-sandbagging hybrid game that adjusts a group of player's handicapas an anti-sandbagging provision according to a determination of whetherthe players significantly deviated from their expected performance inaccordance with an embodiment of the invention.

FIG. 5 is a sequence diagram illustrating the operation of ananti-sandbagging hybrid game that adjusts a player's handicap as ananti-sandbagging provision according to a determination of whether theplayer significantly deviated from expected performance in accordancewith an embodiment of the invention.

FIG. 6 illustrates a hardware architecture diagram of a processingapparatus in accordance with an embodiment of the invention.

DETAILED DESCRIPTION

Turning now to the drawings, systems and methods for operation of ananti-sandbagging hybrid game are illustrated. In several embodiments, ananti-sandbagging hybrid game is a form of a hybrid game that integratesboth a gambling game that includes a real world engine (RWE) whichmanages the gambling game, as well as an entertainment game thatincludes a game world engine (GWE) which manages the entertainmentportion of a game, and an entertainment software engine (ESE) whichexecutes the game for user entertainment. In certain embodiments, theanti-sandbagging hybrid game also includes a user interface associatedwith either or both the gambling game and the entertainment game.

In operation of an anti-sandbagging hybrid game, a player acts uponvarious types of elements of the entertainment game in a game worldenvironment. Upon acting on some of these elements, a wager is triggeredin the gambling game. In playing the entertainment game, using theelements, a player can consume and accrue game world credits (GWC)within the entertainment game. These credits can be in the form of gameworld objects, experience points, points, etc. Wagers are made in thegambling game using real world credits (RC or RWC). The real worldcredits can be credits in an actual currency, or may be credits in avirtual currency. Gambling outcomes from the gambling game may causeconsumption, loss or accrual of real or virtual credits. In addition,gambling outcomes in the gambling game may influence elements in theentertainment game such as by restoring a consumed element, causing theloss of an element, restoration or placement of a fixed element, etc.Example elements include enabling elements (EE) which are elements thatenable a player's play of the entertainment game and may be consumedduring play and may also be replenished during play within theentertainment game. Other types of elements include actionable elements(AE) which are elements that are acted upon and may not be restorableduring normal play of the entertainment game.

Various hybrid games are discussed in Patent Cooperation TreatyApplication No. PCT/US11/26768, filed Mar. 1, 2011, entitled “ENRICHEDGAME PLAY ENVIRONMENT (SINGLE and/or MULTI-PLAYER) FOR CASINOAPPLICATIONS” and Patent Cooperation Treaty Application No.PCT/US11/63587, filed Dec. 6, 2011, entitled “ENHANCED SLOT-MACHINE FORCASINO APPLICATIONS” each disclosure of which is hereby incorporated byreference in its entirety.

In many embodiments, an anti-sandbagging hybrid game utilizes ananti-sandbagging so that entertainment game play of the anti-sandbagginghybrid game is fair to the player(s) of the anti-sandbagging hybrid gameirrespective of player skill level at the entertainment game. Theanti-sandbagging module can employ handicaps to entertainment game playto ensure that both less and more skilled players can derive a normallevel of pleasure and progress in entertainment game play and that thereis a fair amount of competition between players of different skilllevels in head to head play of the entertainment game. In certainembodiments the anti-sandbagging module only monitors entertainment gameplay to ensure fair game play of the anti-sandbagging hybrid gameirrespective of player skill level at the entertainment game. Inparticular embodiments the anti-sandbagging module monitors the entireanti-sandbagging hybrid game, such as by factoring in random outcomes inthe entertainment game due to payouts from the gambling game, to ensurefair play of the entertainment game irrespective of player skill levelat the anti-sandbagging hybrid game.

In several embodiments, an anti-sandbagging module ensures fair gameplay irrespective of player skill level by assigning rankings to eachplayer of the anti-sandbagging hybrid game based upon player performancemeasurements and by assigning handicaps based upon each player'srankings. In certain embodiments, player performance measurements arebased upon a player's performance results from head to head play againstopponents. In particular embodiments, player performance measurementsare experience points for game attributes from which a player's rankingcan be derived.

In numerous embodiments, an anti-sandbagging module monitors a player'sperformance during entertainment game play after an initial playerranking is assigned to handicap the player if the player hassignificantly deviated from the player's expected performance at theentertainment game. In certain embodiments, statistical analysis using aplayer's current performance measurements and historical performancemeasurements are used determine if the player has significantly deviatedfrom expected performance at the entertainment game. Anti-sandbagginghybrid games in accordance with embodiments of the invention arediscussed further below.

Anti-Sandbagging Hybrid Games

In many embodiments, an anti-sandbagging hybrid game integrates highlevels of entertainment content with a game of skill (entertainmentgame), a gambling experience with a game of chance (gambling game), anda fair game play experience irrespective of player skill level with ananti-sandbagging module. An anti-sandbagging hybrid game provides for arandom outcome independent of player skill while providing that theuser's gaming experience (as measured by obstacles/challengesencountered, time of play and other factors) is shaped by the player'sskill. An anti-sandbagging hybrid game in accordance with an embodimentof the invention is illustrated in FIG. 1A. The anti-sandbagging hybridgame 128 includes a RWE 102, GWE 112, ESE 120, gambling game userinterface 122, entertainment game user interface 124 and ananti-sandbagging module 126. The two user interfaces may be part of thesame user interface but are separate in the illustrated embodiment. TheRWE 102 is connected with the GWE 112 and the gambling game userinterface 122. The ESE 120 is connected with the GWE 112 and theentertainment game user interface 124. The GWE 112 is connected alsowith the entertainment game user interface 124. The anti-sandbaggingmodule 126 is connected with the GWE 112.

In several embodiments, the RWE 102 is the fundamental operating systemfor the gambling game of the anti-sandbagging hybrid game 128 andcontrols and operates the gambling game. The operation of a gamblinggame is enabled by money, such as real funds, accretes and declinatesreal gambling credits based on random gambling outcome, and whosegambling proposition is typically regulated by gaming control bodies. Inmany embodiments, the RWE includes a RW operating system (OS) 104,random number generator (RNG) 106, level “n” real-world credit paytables (Table Ln-RWC) 108, RWC meters 110 and other software constructsthat enable a game of chance to offer a fair and transparent gamblingproposition, and to contain the auditable systems and functions that canenable the game to obtain gaming regulatory body approval.

A random number generator (RNG) 106 includes software and/or hardwarealgorithm and/or processes, which are used to generate random outcomes.A level “n” real-world credit pay table (Table Ln-RWC) 108 is a tablethat can be used in conjunction with a random number generator (RNG) 106to dictate the real world credits (RWC) earned as a function of gameplay and is analogous to the pay tables used in a conventional slotmachine. Table Ln-RWC payouts are independent of player skill. There maybe one or a plurality of Table Ln-RWC pay tables 108 contained in agambling game, the selection of which may be determined by factorsincluding (but not limited to) game progress a player has earned, and/orbonus rounds which a player may be eligible for. Real world credits(RWC) are credits analogous to slot machine game credits, which areentered into a gambling game by the user, either in the form of moneysuch as hard currency or electronic funds. RWCs can be decremented oraugmented based on the outcome of a random number generator according tothe Table Ln-RWC real world credits pay table 108, independent of playerskill. In certain embodiments, an amount of RWC can be required to enterhigher ESE game levels. RWC can be carried forward to higher game levelsor paid out if a cash out is opted for by a player. The amount of RWCrequired to enter a specific level of the game “level n” need not be thesame for each level.

In many embodiments, the GWE 112 manages the overall anti-sandbagginghybrid game operation, with the RWE 102 and the ESE 120 effectivelybeing support units to the GWE 112. In several embodiments, the GWE 112contains mechanical, electronic and software system for an entertainmentgame. The GWE 112 includes a GW game operating system (OS) 114 thatprovides control of the entertainment game. The GWE additionallycontains a level “n” game world credit pay table (Table Ln-GWC) 116 fromwhere to take input from this table to affect the play of theentertainment game. The GWE 112 can further couple to the RWE 102 todetermine the amount of RWC available on the game and other metrics ofwagering on the gambling game (and potentially affect the amount of RWCin play on the RWE). The GWE additionally contains various audit logsand activity meters (such as the GWC meter) 118. The GWE 112 can alsocouple to a centralized server for exchanging various data related tothe player and their activities on the game. The GWE 112 furthermorecouples to the ESE 120.

In many embodiments, a level “n” game world credit pay table (TableLn-GWC) 116 dictates the GWC earned as a function of player skill in thenth level of the game. The payouts governed by this table are dependentupon player skill and game play at large and may or may not be coupledto a random number generator. In several embodiments, game world credits(GWC) are player points earned or depleted as a function of playerskill, i.e. as a function of player performance in the context of thegame. GWC is analogous to the “score” in a typical video game. Eachentertainment game has one or more scoring criterion, embedded withinthe Table Ln-GWC 116 that reflects player performance against thegoal(s) of the game. GWC can be carried forward from one level of gameplay to another, and ultimately paid out in various manners such asdirectly in cash, or indirectly such as earning entrance into asweepstakes drawing, or earning participation in, or victory in, atournament with prizes. GWC may be stored on a player tracking card orin a network-based player tracking system, where the GWC is attributedto a specific player.

In certain embodiments, the operation of the GWE does not affect theRWE's gambling operation except for player choice parameters that areallowable in slot machines today including but not limited to the wageramount, how fast the player wants to play (by pressing a button orpulling the slot's handle) and/or agreement to wager into a bonus round.In this sense, the RWE 102 provides a fair and transparent, non-skillbased gambling proposition co-processor to the GWE 112. In theillustrated embodiment, the communication link shown between the GWE 112and the RWE 102 allows the GWE 112 to obtain information from the RWE102 as to the amount of RWC available in the gambling game. Thecommunication link can also convey a necessary status operation of theRWE (such as on-line or tilt). The communication link can furthercommunicate the various gambling control factors which the RWE 102 usesas input, such as the number of RWC consumed per game or the player'selection to enter a jackpot round. In FIG. 1A, the GWE 112 is also shownas connecting to the player's user interface directly, as this may benecessary to communicate certain entertainment game club points, playerstatus, control the selection of choices and messages which a player mayfind useful in order to adjust their entertainment game experience orunderstand their gambling status in the RWE 102.

In various embodiments, the ESE 120 manages and controls the visual,audio, and player control for the entertainment game. In certainembodiments, the ESE 120 accepts input from a player through a set ofhand controls, and/or head, gesture, and/or eye tracking systems andoutputs video, audio and/or other sensory output to a user interface. Inmany embodiments, the ESE 120 can exchange data with and accept controlinformation from the GWE 112. In several embodiments an ESE 120 can beimplement using a personal computer (PC), a Sony PlayStation® (a videogame console developed by Sony Computer Entertainment of Tokyo Japan),or Microsoft Xbox® (a video game console developed by MicrosoftCorporation of Redmond, Wash.) running a specific entertainment gamesoftware program. In numerous embodiments, an ESE can be anelectromechanical game system of an anti-sandbagging hybrid game that isan electromechanical hybrid game. An electromechanical hybrid gameexecutes an electromechanical game for player entertainment. Theelectromechanical game can be any game that utilizes both mechanical andelectrical components, where the game operates as a combination ofmechanical motions performed by at least one player or theelectromechanical game itself. Various electromechanical hybrid gamesare discussed in Patent Cooperation Treaty Application No.PCT/US12/58156, filed Sep. 29, 2012, the contents of which are herebyincorporated by reference in their entirety.

The ESE 120 operates mostly independently from the GWE 112, except thatvia the interface, the GWE 112 may send certain GW game controlparameters and elements to the ESE 120 to affect its play, such as (butnot limited to) what level of character to be using, changing thedifficulty level of the game, changing the type of gun or car in use,and/or requesting portions to become available or to be found by thecharacter. These game control parameters and elements may be based on agambling outcome of a gambling game that was triggered by an element inthe entertainment game being acted upon by the player. The ESE 120 canaccept this input from the GWE 112, make adjustments, and continue theplay action all the while running seamlessly from the player'sperspective. The ESE's operation is mostly skill based, except for wherethe ESE's algorithm may inject complexities into the game by chance inits normal operation to create unpredictability in the entertainmentgame. Utilizing this interface, the ESE 120 may also communicate playerchoices made in the game to the GWE 112, such as but not limited toselection of a different gun, and/or the player picking up a specialportion in the GW environment. The GWE's job in this architecture, beinginterfaced thusly to the ESE 120, is to allow the transparent couplingof entertainment software to a fair and transparent random chancegambling game, providing a seamless perspective to the player that theyare playing a typical popular entertainment game (which is skill based).In certain embodiments, the ESE 120 can be used to enable a wide rangeof games including but not limited to popular titles from arcade andhome video games, such as but not limited to Gears of War (a thirdperson shooter game developed by Epic Games of Cary, N.C.), Time Crisis(a shooter arcade game developed by Namco Ltd of Tokyo, Japan), orMadden Football (an American football video game developed by EA Tiburonof Maitland, Fla.). Providers of such software can provide thepreviously described interface by which the GWE 120 can requestamendments to the operation of the ESE software in order to provideseamless and sensible operation as both a gambling game and anentertainment game.

In several embodiments, the RWE 102 can accept a trigger to run agambling game in response to actions taken by the player in theentertainment game as conveyed by the ESE 120 to the GWE 112, or astriggered by the GWE 112 based on its algorithms, background to theoverall game from the player's perspective, but can provide informationto the GWE 112 to expose the player to certain aspects of the gamblinggame, such as (but not limited to) odds, amount of RWC in play, andamount of RWC available. The RWE 102 can accept modifications in theamount of RWC wagered on each individual gambling try, or the number ofgames per minute the RWE 102 can execute, entrance into a bonus round,and other factors, all the while these factors can take a different formthan that of a typical slot machine. An example of a varying wageramount that the player can choose might be that they have decided toplay with a more powerful character in the game, a more powerful gun, ora better car. These choices can increase or decrease the amount wageredper individual gambling game, in the same manner that a standard slotmachine player may decide to wager more or less credits for each pull ofthe handle. In several embodiments, the RWE 102 can communicate a numberof factors back and forth to the GWE 112, via an interface, suchincrease/decrease in wager being a function of the player's decisionmaking as to their operational profile in the entertainment game (i.e.power of the character, gun selection, car choice, etc.). In thismanner, the player is always in control of the per game wager amount,with the choice mapping to some parameter or component that isapplicable to the entertainment game experience of the hybrid game. In aparticular embodiment, the RWE 102 operation can be a game of chancerunning every 10 seconds where the amount wagered is communicated fromthe GWE 112 as a function of choices the player makes in the operationprofile in the entertainment game such as those cited above.

In many embodiments, an anti-sandbagging hybrid game integrates a videogame style gambling machine, where the gambling game (i.e. RWE 102 andRWC) is not player skill based, while at the same time allows players touse their skills to earn club points which a casino operator cantranslate to rewards, tournament opportunities and prizes for theplayers. The actual exchange of monetary funds earned or lost directlyfrom gambling against a game of chance, such as a slot machine, ispreserved. At the same time a rich environment of rewards to stimulate“garners” can be established with the entertainment game. In severalembodiments, the anti-sandbagging hybrid game can leverage very populartitles with “garners” and provides a sea change environment for casinosto attract players with games that are more akin to the type ofentertainment which a younger generation desires. In variousembodiments, players can use their skill towards building and bankingGWC which in turn can be used to win tournaments and various prizes as afunction of their “gamer” prowess. Numerous embodiments minimize theunderlying changes needed to the aforementioned entertainment softwarefor the hybrid game to operate within an entertainment game construct,thus making a plethora of complex game titles and environments, rapidand inexpensive to deploy in a gambling environment.

In certain embodiments, anti-sandbagging hybrid games also allow playersto gain entry into subsequent competitions through the accumulation ofgame world credits (GWC) that accrue as a function of the user'sdemonstrated skill at the game. These competitions can pit individualplayers or groups of players against one another and/or against thecasino to win prizes based upon a combination of chance and skill. Thesecompetitions may be either asynchronous events, whereby playersparticipate at a time and/or place of their choosing, or they may besynchronized events, whereby players participate at a specific timeand/or venue.

In many embodiments, one or more players engage in playing anentertainment game, resident in the ESE, the outcomes of which aredependent at least in part on skill. The anti-sandbagging hybrid gamecan include an entertainment game that includes head-to-head playbetween a single player and the computer, between two or more playersagainst one another, or multiple players playing against the computerand/or each other, as well as the process by which players bet on theoutcome of the entertainment game. The entertainment game can also be agame where the player is not playing against the computer or any otherplayer, such as in games where the player is effectively playing againsthimself or herself (such as but not limited to solitaire and babette).

In many embodiments, if an entertainment game includes a version ofMadden Football™ for example, a player can bet on whether or not theplayer is going to beat the computer, or if the player is playingagainst another player, that other player. These bets can be made, forexample, on the final outcome of the game, and/or the state of the gamealong various intermediary points (such as but not limited to the scoreat the end of the 1st quarter) and/or on various measures associatedwith the game (such as but not limited to the total offensive yards,number of turnovers, or number of sacks). Players can bet against oneanother, or engage the computer in a head to head competition in thecontext of their skill level in the entertainment game in question. Assuch, players can have a handicap associated with their player profilethat describes their skill (which can be their “professed skill” incertain embodiments), and which is used by a GWE (such as a local GWE ora GWE that receives services from remote servers) to offer appropriatebets around the final and/or intermediate outcomes of the entertainmentgame, and/or to condition game play as a function of player skill,and/or to select players across one or more anti-sandbagging hybridgames to participate in head to head games and/or tournaments.

In such a scenario, assurances should be made to ensure that the playeris not sandbagging, i.e. that the player has not previously performedbelow his actual skill level, in order to play in a future game with alower skill rating and consequently have a better chance to win. Forexample, a highly skilled Scrabble® player might play ten games ofScrabble and intentionally garner mediocre scores so as to behandicapped as a “beginner”. This highly skilled player could then entera “beginner” tournament, making a number of bets regarding the progressor outcome of the game, and in such tournament play at his true level ofskill (i.e. “expert”), thereby giving him a substantial advantage overthe true beginner players in the tournament. Such a player would beguilty of sandbagging.

Various embodiments include measures to prevent sandbagging in thecontext of hybrid games where the outcome of the game is in part or inwhole determined by player skill and where betting as a function ofskill-related performance and/or outcomes is permitted. Each of theseembodiments can be used singularly or in conjunction with one or more ofthe other embodiments. Each of the embodiments is configured by thecasino through the GWE (via an “anti-sandbagging module”) or a masteranti-sandbagging server to which the relevant GWEs are subscribed. TheGWE uses the anti-sandbagging software module to evaluate playerperformance against the player's professed skill level as represented byhis handicap. It does this by comparing the player's performance duringgame play against the player's historical performance and/or thehistorical performance of players with similar handicaps. To the extentthat the player's current performance exceeds his historical performanceand/or the historical performance of his peers (vis-à-vis theirhandicaps) in a statistically meaningful way, the player is deemed to besandbagging. In that event one or more of the below embodiments can bebrought into force, having been parameterized previously by the casinoas regards the severity with which the player's performance and/orstatus is to be affected.

In numerous embodiments, an anti-sandbagging module receives playerperformance measurements from the anti-sandbagging hybrid game anddetermines an appropriate skill level or ranking for the player based onthose player performance metrics and initiates anti-sandbaggingprovisions as may be appropriate. Performance measurement data mayinclude, but is not limited to, an outcome of the player playing theentertainment game, such as an expenditure, gain, loss or accumulationof GWC, player's experience points or the like (either as a rate or atotal accumulation), a player's use of entertainment game resources suchas EEs or AEs (either as a rate or an absolute amount) during one ormore playing sessions, or a player's use, loss or accumulation ofwagered credit resources, either real or virtual, (either as a rate oran absolute amount), etc. In addition, various other metrics may bederived from the performance measurement data, such as by determining arelationship, such as a ratio, between an outcome of the player's playof the entertainment game and a resource utilized by a player whenplaying the entertainment game. For example, determining therelationship of a rate of accumulation of GWC or other types ofexperience points by a rate of use of EE, credit, AE, etc. Otherderivations may be determining a relationship between an accumulation ofa GWC or other measure of experience by a total amount of a resourceused, such as EEs, AEs, credits, etc.

Although various components of anti-sandbagging hybrid games arediscussed above, anti-sandbagging hybrid games can be configured withany component appropriate to the requirements of a specific applicationin accordance with embodiments of the invention. Network connectedanti-sandbagging hybrid games are discussed further below.

Network Connected Anti-Sandbagging Hybrid Games

Anti-sandbagging hybrid games in accordance with many embodiments of theinvention can operate locally while being network connected to drawservices from remote locations or to communicate with otheranti-sandbagging hybrid games. In numerous embodiments, ananti-sandbagging module receives player performance measurements fromone or more anti-sandbagging hybrid games and determines an appropriateskill level or ranking for the player based on those player performancemetrics and initiates anti-sandbagging provisions as may be appropriate.In a case where two or more players wish to compete against each otherin a head to head anti-sandbagging hybrid game, the anti-sandbaggingmodule determines an appropriate anti-sandbagging provision for eachplayer based on a comparison of the player's rankings to historicalperformance measurements for the players. A deployment diagram of ananti-sandbagging hybrid game in accordance with an embodiment of theinvention is illustrated in FIG. 1B. In the diagram, an anti-sandbagginghybrid game 130 may be hosted by any computing device 132 capable ofpresenting interactive entertainment and gambling games to a player,such as (but not limited to) a land based or casino gaming machine, apersonal computer, a gaming console, a wireless device such as apersonal digital assistant, notepad computer, or smart phone. Theanti-sandbagging hybrid games 130 may include a server 134 hosting ananti-sandbagging module connected with the various computing devices viaa computer network, such as a local area network or a wide area network.

In many embodiments, operations associated with an anti-sandbagginghybrid game such as (but not limited to) processes for calculating scoreor RWC and GWC tracking can be performed across multiple devices. Thesemultiple devices can be implemented using or in connection with a singleserver or a plurality of servers such that an anti-sandbagging hybridgame is executed as a system in a virtualized space, such as (but notlimited to) where the RWE and GWE are large scale centralized servers“in the cloud” coupled to a plurality of widely distributed ESEcontrollers or clients via the Internet.

In many embodiments, an RWE server can perform certain functionalitiesof a RWE of an anti-sandbagging hybrid game. In certain embodiments, aRWE server includes a centralized odds engine which can generate randomoutcomes (such as but not limited to win/loss outcomes) for a gamblinggame, thereby eliminating the need to have that functionality of the RWEperformed locally within the anti-sandbagging hybrid game. The RWEserver can perform a number of simultaneous or pseudo-simultaneous runsin order to generate random outcomes for a variety of odds percentagesthat one or more networked anti-sandbagging hybrid games may require. Incertain embodiments, an RWE of an anti-sandbagging hybrid game can sendinformation to a RWE server including (but not limited to) Table Ln-RWCtables, maximum speed of play for a gambling game, gambling gamemonetary denominations or any promotional RWC provided by the operatorof the anti-sandbagging hybrid game. In particular embodiments, a RWEserver can send information to a RWE of an anti-sandbagging hybrid gameincluding (but not limited to) RWC used in the gambling game, playeraccount information or play activity and a profile associated with aplayer.

In several embodiments, a GWE server can perform the functionality ofthe GWE across various anti-sandbagging hybrid games. Thesefunctionalities can include (but are not limited to) providing a methodfor monitoring high scores on select groups of games, linking groups ofgames in order to join them in head to head tournaments, and acting as atournament manager.

In a variety of embodiments, management of player account informationcan be performed by a GWE patron management server separate from a GWEserver. A GWE patron management server can manage player accountinformation, including (but not limited to) data concerning players'characters, players' game scores, players' RWC and GWC and managingtournament reservations. Although a GWE patron management server isdiscussed separate from a GWE server, in certain embodiments a GWEserver also performs the functions of a GWE patron management server. Incertain embodiments, a GWE of an anti-sandbagging hybrid game can sendinformation to a GW patron management server including (but not limitedto) GWC and RWC used in a game, player account information, playactivity and profile information for players and synchronizationinformation between a gambling game and an entertainment game or otheraspects of an anti-sandbagging hybrid game. In particular embodiments, aGW patron management server can send information to a GWE of ananti-sandbagging hybrid game including (but not limited to)entertainment game title and type, tournament information, Table Ln-GWCtables, special offers, character or profile setup and synchronizationinformation between a gambling game and an entertainment game or otheraspects of an anti-sandbagging hybrid game.

In numerous embodiments, an ESE server provides a host for managinghead-to-head play, operating on the network of ESEs which are connectedto the ESE server by providing an environment where players can competedirectly with one another and interact with other players. Although anESE server is discussed separate from a GWE server, in certainembodiments a GWE server also performs the functions of an ESE server.

Servers connected via a network to implement anti-sandbagging hybridgames in accordance with many embodiments of the invention cancommunicate with each other to provide services utilized within ananti-sandbagging hybrid game. In several embodiments a RWE server cancommunicate with a GWE server. A RWE server can communicate with a GWEserver to communicate any type of information as appropriate for aspecific application, including (but not limited to): configure thevarious simultaneous or pseudo simultaneous odds engines executing inparallel within the RWE to accomplish the anti-sandbagging hybrid gamesystem requirements, determine metrics of RWE performance such as randomexecutions run and outcomes for tracking system performance, performaudits, provide operator reports, and request the results of a randomrun win/loss result for use of function operating within the GWE (suchas where automatic drawings for prizes are a function of ESEperformance).

In several embodiments a GWE server can communicate with an ESE server.A GWE server can communicate with an ESE server to communicate any typeof information as appropriate for a specific application, including (butnot limited to): the management of an ESE server by a GWE server such asthe management of an anti-sandbagging hybrid game tournament. Typicallya GWE (such as a GWE that runs within an anti-sandbagging hybrid game oron a GWE server) is not aware of the relationship of itself to the restof a tournament since in a typical configuration the actual tournamentplay is managed by the ESE server. Therefore, management of ananti-sandbagging hybrid game tournament can include (but is not limitedto) tasks such as: conducting tournaments according to systemprogramming that can be coordinated by an operator of theanti-sandbagging hybrid game; allowing entry of a particular player intoa tournament; communicating the number of players in a tournament andthe status of the tournament (such as but not limited to the amount ofsurviving players, their status within the game, time remaining on thetournament); communicating the status of an ESE contained in a game;communicating the performance of its players within the tournament;communicating the scores of the various members in the tournament; andproviding a synchronizing link to connect the GWEs in a tournament, withtheir respective ESE's.

In several embodiments a GWE server can communicate with a GW patronserver. A GWE server can communicate with a GW patron server tocommunicate any type of information as appropriate for a specificapplication, including (but not limited to) information for configuringtournaments according to system programming conducted by an operator ofan anti-sandbagging hybrid game, exchange of data necessary to link aplayer's profile to their ability to participate in various forms ofgame play (such as but not limited to the difficulty of play set by theGWE server or the GWE in the game they are playing on), determining aplayer's ability to participate in a tournament as a function of aplayer's characteristics (such as but not limited to a player's gamingprowess or other metrics used for tournament screening), configuring thegame contained GWE and ESE performance to suit preferences of a playeron a particular anti-sandbagging hybrid game, as recorded in theirplayer account, determining a player's play and gambling performance forthe purposes of marketing intelligence, and logging secondary drawingawards, tournament prizes, RWC and GWC into the player's account.

In many embodiments, the actual location of where various algorithms andfunctions are executed may be located either in the game containeddevices (RWE, GWE, ESE), on the servers (RWE server, GWE server, or ESEserver), or a combination of both. In particular embodiments, certainfunctions of a RWE server, GWE server, GW patron server or ESE servermay operate on the local RWE, GWE or ESE contained with ananti-sandbagging hybrid game locally. In certain embodiments, a serveris a server system including a plurality of servers, where software maybe run on one or more physical devices. Similarly, in particularembodiments, multiple servers may be combined on a single physicaldevice.

Anti-sandbagging hybrid games in accordance with many embodiments of theinvention can be networked with remote servers in variousconfigurations. A networked anti-sandbagging hybrid game in accordancewith an embodiment of the invention is illustrated in FIG. 10. Thenetworked anti-sandbagging hybrid game 160 is connected with a RWEserver 162, GW patron management server 164, GWE server 166 and ESEserver 168 over a network 170, such as (but not limited to) theInternet. Servers networked with a networked anti-sandbagging hybridgame 160 can also communicate with each of the components of a networkedanti-sandbagging hybrid game and amongst the other servers incommunication with the networked anti-sandbagging hybrid game 160.

Although various networked anti-sandbagging hybrid games are discussedabove, networked anti-sandbagging hybrid games can be configured in anymanner as appropriate to the requirements of a specific application inaccordance with embodiments of the invention. Assignment of handicapswithin anti-sandbagging hybrid games is discussed further below.

Assignment of Handicaps as Anti-Sandbagging Provisions

Anti-sandbagging hybrid games in accordance with many embodiments of theinvention can provide the fairness of entertainment game playirrespective of player skill level by assigning handicaps asant-sandbagging provisions to players based upon a player's performancemeasurements. An anti-sandbagging hybrid game includes a GWE thatutilizes input from an anti-sandbagging module to implement the properhandicap to players to ensure fairness of entertainment game play. Ananti-sandbagging module is able to assign handicaps based upon aplayer's ranking, and a player's ranking can be based upon performancemeasurements received from a GWE. A sequence diagram describing ananti-sandbagging hybrid game that assigns handicaps to players that canbe dynamically adjusted by current play sessions in accordance with anembodiment of the invention is illustrated in FIG. 2. The timing diagram200 includes an anti-sandbagging module 204 receiving (206) playerperformance measurements from a GWE 602 for a player. These performancemeasurements are stored as historical performance measurements to beused to evaluate the player's performance in a future playing session.In the same or subsequent playing session, additional player performancemeasurements are received (210) are received by the anti-sandbaggingmodule 204. The anti-sandbagging module determines (212) if the playerexceeded an expected player performance as described herein. If theplayer has exceeded the expected player performance, then a handicap asan anti-sandbagging provision is assigned to the player. Theanti-sandbagging module then transmits (216) the assigned handicap tothe GWE. The GWE then implements (220) the handicap during a playersession, whether it be head-to-head or in solo play. Player performancemeasurements. The anti-sandbagging module also receives (222)information on player performance during the handicapped play sessionsto determine (224) if the player significantly deviates from expectedplayer performance in a statistically meaningful way. The information onplayer's performance can include current as well as historical playerperformance and can also include information on the particular player,other players or a group of players. If the player significantlydeviates from the expected player performance in a statisticallymeaningful way, then the player's ranking can be adjusted (226)accordingly. In certain embodiments, the player's handicap is alsoadjusted according to the adjustment made to the player's ranking.

In some embodiments, the historical performance measurements are fromplayers that are similarly ranked as the player being evaluated. Thatis, in the case that the player has asserted a particular ranking, theplayer may be evaluated to determine if the player has misstated theirranking by determining if the player's performance exceeded the playerperformance of similarly ranked players.

Randomness as Anti-Sandbagging Provision

The extent to which randomness, as opposed to skill, affects events in,or the outcome of, the entertainment game can be altered so as to reducethe impact of player skill relative to the impact of random events upongame play. In a shooting game, for example, the accuracy with whichshots can be aimed at targets is a function of the aim of the playerplus a random component that impacts the trajectory of the player'sshot. The amount by which the trajectory is affected by the randomcomponent can be a small or large amount relative to the underlyingaccuracy with which the player actually aims the gun. The randomcomponent in this case can be thought of as a radius extending outwardfrom the inherent aiming accuracy of the player, with the radiusincreasing to the extent which randomness is to play a greater role indetermining the result of the shot, from a radius of zero to a radiusmuch, much greater than the inherent accuracy of the player's aim.

In some embodiments, the introduction of randomness can be consistentlyapplied across the game for all players participating in a game, or itcan be applied independently as a function of each player's handicap(i.e. the measure of their skill in the game) on a player by playerbasis. The introduction of randomness can also be dynamicallyestablished during game play in response to an evaluation of theplayer's performance relative to historical norms for that player, or apopulation set of relevance (e.g. players with a similar handicap). If aplayer is outperforming his historical performance levels by astatistically significant margin as determined by the anti-sandbaggingmodule, the amount of randomness introduced into the player action(s)under consideration will be increased on the fly, until such time as theplayer's performance in the game aligns more closely with theperformance expected as a function of the player's professed skill level(i.e. his handicap).

Another example of using randomness as a handicap would be to introduceerror in the steering (analogous to a “loose” steering system) of a racecar game for the player who has been deemed by the anti-sandbaggingsystem to be operating outside normal level ranges (in a statisticallysignificant way) of play given the player's professed level of skill.

Scoring as Anti-Sandbagging Provision

Conventionally, games utilize an absolute scoring system to evaluateperformance of the player. As a mechanism to preclude sandbagging, theinvention allows for a relative scoring system to be utilized, such thatthe amount of GWC that a player accumulates during a game and at itsconclusion, as a function of various actions and/or achievements, isscaled as a function of one of a number of factors. Factors that canalgorithmically modify the baseline (i.e. absolute) scoring system(inclusive of the game's modifications to scoring as a function of levelof difficulty and/or other variables) resident in the game include, butare not limited to the following.

In some embodiments, a modifier to the score is applied as a function ofplayer skill—either demonstrated in the immediate context of the game orbased upon prior performance within the game or prior game playsessions. To do so, a modifier to the score as a function of theplayer's performance in the game relative to his expected performancebased upon a previously established handicap as established by theanti-sandbagging module

Through the use of one or more such modifiers, a skilled player is ineffect discouraged from sandbagging because his score can be retarded asa function of demonstrated performance superior to expected or professedcapability. For example, in a game of pop-a-shot, two players enter ahead-to-head tournament professing to be “Beginners” (meaning in thiscase they are likely to hit less than 40% of their shots), informationcontained within their player profile. In reality one of these players,Player B, is “Advanced”, meaning he can hit over 70% of his shots in thegame, but he has sandbagged his previous playing of the game to trickthe system into believing he is a Beginner. The game is slated to takefour minutes. During the first minute, the game calculates that Player Bis hitting 75% of his shots, and determines, by comparing thisperformance against the historical performance of legitimate beginnerplayers during the first minute of play, that this performance is,statistically speaking, only 10% likely to represent the play of anactual beginner player. As a result, subsequent baskets made by playerB, instead of being worth 10 points are worth a lesser amount. In thisexample, they are now worth only four points, which corresponds to ascore that would drive player B to a number of points equivalent to themedian of “Beginner” players (i.e. hitting 75% of his shots at 40% ofthe nominal score makes each attempt worth three points, which would beequivalent to a Beginner player hitting 30% of his shots).

In many embodiments, this process could be revisited continuouslythroughout game play, periodically, or a single time as a function ofset up parameters controlled by the Casino via the anti-sandbaggingmodule of the GWE of the anti-sandbagging hybrid game. The algorithmicmodification of the score can take as arguments not only theaforementioned evaluation of skill and the players' professed skill, butcan also take into account the gap in score between the player orplayers relative to each other, or a historical record of score historyfor the players themselves or a class of players to which they eachbelong (i.e. “Beginner”, players who have played in excess of twentytimes, players over 65 and with less than twenty plays, etc.). As such,the anti-sandbagging hybrid game can modify a player's score downwardsor upwards more or less via the aforementioned mechanisms (and others)to ensure that the game remains “close”.

Bet Value Limits as Anti-Sandbagging Provision

In another embodiment, the anti-sandbagging hybrid game enforces limitson the value of bets that can be placed, and/or the amount that can bewon, by players as a function of the professed skill level of one ormore of the players, these limits being established by the casino oroperator. Generally speaking, the amount that can be bet on a game, anintermediate outcome of a game, or an intermediate or finalcharacteristic of the game would be limited. Limiting the amount thatcan be wagered in this way dissuades high skill players frommasquerading as lower skill players because the amount of money they canwin is less. This functionality, configured by the casino or operatorvia the anti-sandbagging function within the GWE, can take a number offorms, including, but not limited to, the following.

Maximum bets limited for all players as a function of the lowestprofessed skill level of all players in the game. For example if twoplayers are going to be competing in a football game, the lower skilllevel player's level (e.g. “high school”, “college”, “pro” might be thelevels used to grade players in the context of the football game) willgovern the maximum bet that can be made for each available wager betweenthe players.

Bet Volume Limits as Anti-Sandbagging Provision

In another embodiment, the anti-sandbagging hybrid game enforces limitson the number of bets that can be placed, and/or the aggregate value ofbets placed and/or the aggregate value of bets won, by players over timeas a function of the professed skill level of one or more of theplayers, these limits being established by the casino. Thisfunctionality can take a number of forms, including, but not limited to,the following or some combination thereof.

Maximum number of bets a player can place over a fixed period of time,or a fixed number of game plays, or in the absolute. This cap may beapplied in the context of the player's professed skill level as recordedin their player profile, such that if the player moves up or down askill level the cap can be periodically reset.

Maximum number of bets a player can win over a fixed period of time, ora fixed number of game plays, or in the absolute. This cap may beapplied in the context of the player's professed skill level as recordedin their player profile, such that if the player moves up or down askill level the cap can be reset.

Maximum value of bets a player can place over a fixed period of time, ora fixed number of game plays, or in the absolute. This cap may beapplied in the context of the player's professed skill level as recordedin their player profile, such that if the player moves up or down askill level the cap can be reset.

Maximum value of bets a player can win over a fixed period of time, or afixed number of game plays, or in the absolute. This cap may be appliedin the context of the player's professed skill level as recorded intheir player profile, such that if the player moves up or down a skilllevel the cap can be reset.

Penalty Assessment as Anti-Sandbagging Provision

In another embodiment, the anti-sandbagging hybrid game preventssandbagging by monitoring player performance in the anti-sandbagginghybrid game against the historical performance of all players of thesame overarching skill level, and/or a representative but static dataset of similar information and/or against the player's own historicalperformance. The GWE anti-sandbagging module (or a server based versionof the anti-sandbagging module interfacing to a number of GWEs) utilizesstatistical methods to establish, to a prescribed confidence interval,whether the player's performance in the game suggests that the player isof a higher skill level than the professed skill level of the player asrecorded within his player profile. A counter is maintained in theplayer's profile as to the number of times that the player's performanceexceeds the statistically expected performance for a player of theprofessed skill level. When the counter reaches a certain level (A), awarning may be issued to the player. The counter may reflect(non-comprehensively) the number of individual game sessions in whichsandbagging was identified, or the number of specific intervals (e.g.time or levels) of game play in which sandbagging was identified, or thenumber of times sandbagging occurred and a bet over a certain amount waswon, or a combination of these factors, etc. When the counter reaches asecond threshold (equal to or greater to the level A), (B), the playermay have his account flagged for manual review and a higher level ofgo-forward scrutiny, and his skill level ratcheted up one level. At athird threshold (C), the player's account may be temporarily suspended,and at a fourth threshold (D) the account may be permanently closed andthe individual behind the account precluded from participating insubsequent activities within the game in question, the casino inquestion and/or the casino group in question. The thresholds A through Dmay be coincident or reflect a step-wise (but not necessarily linear)increase in the counter, and a variety of different punitive actions(distinct from the exemplary list above) may be implemented. Thewithholding of winnings, reduction of winnings, or the assessment ofpenalties or fines (against a deposit that could, for example, berequired by players to participate in the skill based wagering aspect ofanti-sandbagging hybrid game play) can accompany crossing one or more ofthe thresholds A through D.

Note also that the such an embodiment is not limited expressly to fourlevels of punitive action, but that any number from 1 to n may beincluded as part of the Penalty Assessment construct. Generallyspeaking, the penalty assessment methodology establishes a series ofpenalty thresholds. For each threshold a specific punitive action isprescribed. Penalty thresholds are reached as a function of the playerhaving been found to be sandbagging a certain number of times. Thecounter used to establish whether a threshold has been crossed can trackone or more measures of sandbagging frequency within a single counter(i.e. each game in which a player sandbags across multiple game titlescan be tracked singularly), or multiple counters can be used in parallelacross different games or to measure sandbagging along multipledimensions within a single game, each triggering thresholdsindependently.

For example, consider a first person shooter game, where a playerprofesses to be of intermediate skill, but actually has the capabilitiesof an expert. Having sandbagged for a number of games to establish hisskill as intermediate he enters into a head-to-head competition with atruly intermediate player, and then plays to the fullest of his ability.The GWE anti-sandbagging module compares the accuracy of the player'sshooting over a period of twenty shots against the distribution ofaccuracy for players graded as intermediate and determines with a highdegree of statistical confidence that the player is in fact not anintermediate player. The counter increases from 0 to 1, and in this casethreshold A is crossed at a count of “one instance where the player'sshooting accuracy is statistically such that it is not of anintermediate level”. A warning is issued to the player and game playcontinues. Two more samples of twenty shots are evaluated subsequently,and because the determination is made that the player is stillperforming at a level significantly above that of an intermediate playerthe counter has incremented to three, and threshold B is crossed,causing the player's account to be flagged for review, a second warningissued, and the player's professed skill as recorded in his profile tobe elevated to “expert” for subsequent game play.

In some embodiments, the aforementioned counter is maintained until aresetting event takes place, such as a certain number of game plays or acertain amount of elapsed time without any increase in the counter.

Note also that the penalties assessed can be “outside” the entertainmentgame (e.g. suspension of a player's account, disgorgement of winnings,resetting the player's handicap to a higher level), or “inside” theentertainment game (e.g. player's character is severely injured bystepping on a land mine, the player's gun jams, the player's footballteam is assessed a penalty and loss of down in a football game, etc.).

Reducing the Benefits of Skill Via the Introduction of DeterministicErrors as Anti-Sandbagging Provision

In some embodiments, performance in the context of the entertainmentgame is a function of both player skill and a certain degree ofrandomness introduced during game play. To address perceived sandbagging(as measured in the manner previously described, i.e. a statisticallysignificant deviation of current player performance relative to astandard or norm) a deterministic (instead of random) error (which neednot be a static value) is injected into the entertainment game. Forexample, in a first person shooter game, if the anti-sandbagging moduledetermines that the player is sandbagging, a deterministic error in theplayer's aim can be introduced into the data encapsulating the aim ofthe weapon generated in the entertainment game when the player fires hisweapon, before such data is used by the game to establish whether thetarget was hit. The introduction of this inaccuracy can take placebetween the player's game controller and the ESE, or within the ESEitself (as a function of a flag set by the GWE or other means), afterdata from the controller has been received.

While it is possible for the player to ultimately compensate fordeterministic errors, they still have the effect of causing the playerto perform at a lower level than otherwise for a period of time.

In various embodiments, the amount of error introduced (or its vector)can be altered over time as a function of the current status of theplayer's performance relative to his professed skill. In this way afeedback loop is at work, continuously adjusting the vector of the errorintroduced until the player's measured performance is in line withexpected norms given his professed skill level.

Ringer Detection as Anti-Sandbagging Provision

Another form of sandbagging consists of players introducing “ringers”i.e. imposters whose pretense is intended to gain an advantage incompetition, as replacements in head-to-head and/or tournament play. Forexample, an intermediately skilled Scrabble® player may be rankedappropriately, but allow a highly skilled player to use his account,making a number of bets regarding the progress or outcome of the game,and in such tournament play at his true level of skill (i.e. “expert”),thereby giving him a substantial advantage over the true beginnerplayers in the tournament. Such a player would be guilty of using aringer. Linking an individual player to a specific account preventsringers.

In some embodiments, the anti-sandbagging module uses biometricidentification methods. In order to confirm the identity of the playerand to prevent a player from re-enrolling under a different name, playernames and/or accounts are linked to specific biometric measurements.Such measurements could include but are not limited to: retinal scans,iris recognition, fingerprints, palm prints, facial/image recognition,and voice prints. These measurements could be used for both positive andnegative biometric identification. Initial measurements may be takenduring account set-up, when first engaging in gameplay, or when issued aunique ID such as a ticket, code, or other means for anonymous play.Biometric data would “travel with” any unique ID or account.

In many embodiments, players confirm biometric identification as soon asa he logs into an account or starts gameplay. If a player fails toprovide accurate biometric measurements, the anti-sandbagging module mayfirst issue a warning and allow the player to submit measurements again.Further failures subject players to the penalty assessments describedabove.

In numerous embodiments, biometric identification methods are used whenthe anti-sandbagging module alerts the operator that play isinconsistent with past performances. Gameplay may pause, requiring theplayer to immediately submit to biometric identification. Alternatively,the anti-sandbagging module may periodically take unobtrusive biometricmeasurements to confirm identification throughout gameplay. Failure toprovide accurate biometric measurements subjects players to the penaltyassessments described above.

In some embodiments of individual recognition, the player may berequired to answer specific questions. These can include securityquestions established at account creation, questions regarding pastperformances, questions about account set-up date, etc. Failure toprovide accurate answers subjects players to the penalty assessmentsdescribed above.

In numerous embodiments, player geographic location or IP addresses maybe tracked. Changes in either may subject players to a higher degree ofscrutiny or the penalty assessments described above.

Accommodating Improving Skills

In an anti-sandbagging hybrid game, performance in the context of theentertainment game is a function of both player skill and a certaindegree of randomness introduced during game play. However, player skilllevel is not necessarily a fixed factor. As players experience the game,their skill levels may measurably improve (a beginner player becomes anintermediate player, and so on). Such an increase of skill could exposea player to censure by the anti-sandbagging module. To avoid penalizingplayers gaining skill rather than sandbagging, in some embodiments, upondetection that a player has improved progressively over recorded levels,the anti-sandbagging module could allow for raising the expected levelof the player. Alternatively, players could self-report increases ofskill and thus increase expected performances before engaging in play.

In various embodiments, at the onset of any game session the player isinformed by the system as to their professed skill (if one is on recordat all), and asked to confirm or alter the skill level. If no professedskill (handicap) is on record, the player selects the skill level theybelieve to be appropriate. This notification could be incorporated intoplayer/account selection at the start of gameplay rather than as aseparate event.

In many embodiments, there is a short period at the onset of gameplayduring which the anti-sandbagging module assesses player skill level andevaluates whether the professed skill level matches demonstrated skill.If there is a disparity, the hybrid game is paused and a player is giventhe option to alter his skill rating. This allows the player to moreaccurately self-report skill level and skill level changes.

In some embodiments, a player can use the anti-sandbagging hybrid gamein a mode (for a short period of time and for free) whereby they are“tested” to establish an updated handicap. This mode would be finiterather than the beginning of gameplay.

In numerous embodiments, a player can, at any time, interface with theUI of a suitably configured anti-sandbagging hybrid game, a dedicatedterminal, and/or a person operating a dedicated terminal or application,to report in with a new skill level.

In many embodiments, a player is “tested” for actual v. professed skillperiodically, (e.g. day, week, month, every X game plays) through freegame play or as part of the player's paid game play (during which timethe player may or may not be engaged in head-to-head competition, andmay or may not be permitted to gamble).

These embodiments may or may not require participation in a player club.When a player club is unavailable or a player elects not to participatein one, the player is still identified. Rather than linked explicitly toa specific account, the player is anonymously tracked, via the use of aticket, code, or other means by which he is given a unique ID thatpersists but is not tied to his person (i.e. not linked specifically tohis name, etc.).

The process of initiating an anti-sandbagging provision has beendescribed as taking place within the GWE anti-sandbagging module. Theanti-sandbagging module interacts with the ESE to implement theaforementioned embodiments. The GWE anti-sandbagging module communicateswith the ESE to cause the ESE to alter the entertainment gameenvironment and/or game play to impose penalties as necessary. Certainembodiments, such as bet volume limits, do not invoke this GWE-ESEinteraction, but others, such as the introduction of random ordeterministic errors require handshaking between the GWE and ESE toaffect the penalty or penalties.

Although various anti-sandbagging hybrid games constructed to assignhandicaps to players are discussed above, anti-sandbagging hybrid gamescan be constructed to assign handicaps as anti-sandbagging provisions inany manner as appropriate to the requirements of a specific applicationin accordance with embodiments of the invention. Assignment of rank inanti-sandbagging hybrid games are discussed further below.

Rank Assignments

Performance in the context of the entertainment game in accordance withmany embodiments of the invention is a function of both player skill anda certain degree of randomness introduced during entertainment gameplay. In order to apply the correct handicap, a player's skill level isranked. As a player's skill level increases or decreases, the player'soverall rank, and therefore handicap, can be adjusted to reflect thechange in player skill level. Additionally, a player's skill level at aparticular entertainment game may not be related to the player's skilllevel at other entertainment games. For example, success in a racingtype entertainment game may not be indicative of the player's skilllevel in a shooting type entertainment game. However, a player's skilllevel in one game may be related to a player's skill level in a relatedgame, such as sequels to the same entertainment game.

In many embodiments, a player may be ranked depending on the ratings ofthe player's opponents, and the results of the player's play against theopponents. In certain embodiments, the relative difference in ratingbetween two players determines an estimate for the expected scorebetween them. The design of the ranking system, including the range andmean rank may be chosen by the operator as appropriate for theanti-sandbagging hybrid game. Thereby, rankings are calculated based onthe strength of a player's opponent and the actual results of the gameplay between the players. This system, where performance is not measuredabsolutely, allows handicapping inferred from wins, losses, and drawsagainst other players. If a player wins a game, the player is assumed toperform at a higher level than his opponent for that game. Conversely ifa player loses, the player is assumed to perform at a lower level thanthe opponent. If the game is a draw, the two players are assumed toperform at nearly the same skill level.

In several embodiments, these rankings are then used to predictperformance so handicapping can be applied. When a player's resultsexceed the player's expected scores, the system takes this as evidencethat a player's ranking is too low, and can be adjusted upward.Similarly when a player's actual results fall short of the player'sexpected scores, that player's ranking can be adjusted downward. Theanti-sandbagging module may use a simple linear adjustment proportionalto the amount by which a player over performed or underperformed theexpected score. This type of system can be used in a variety ofentertainment games. Additionally, this rating can be applied when aplayer's performance is measured over time, rather than during play ofsingle gaming session. The adjustment mechanism may also include a“deadband” or weighting functionality such that the player's rating isnot immediately adjusted solely as a function of a single or recentperformance(s), but rather considers recent results in the context of abroader set of player performance data.

In numerous embodiments, different rankings can be divided into “bandsof skill,” (similar but not the same as the popular chess ranking systemElo, where a player with an Elorating from 2000-2199 may be consideredan expert, while a rating from 600-799 may be considered a beginner).This allows a general handicap to be assigned to different skill bandsrather than to individual ranks depending on the entertainment game inquestion.

In a variety of embodiments, players are placed on a “ladder” and eachplayer is assigned a numerical value that shows how skilled the playeris at a certain game. The ladder system proceeds via a system ofchallenges. Head to head games may occur on a scheduled or ad hoc basisbetween different rungs on the ladder. In ad hoc play, a first playermay challenge a player at a higher level on the ladder. In certainembodiments, refusing a challenge may lead to penalties for the refusingplayer (such as but not limited to reduction in rank, and/or beingbarred from tournaments). If the low-ranked player wins the match, thenthe two players swap places on the ladder or are moved up and down acertain number of “rungs” on the ladder (which may also affect theposition of other players between the two rungs initially occupied bythe two players). If the low ranked player loses, then that player maybe banned from challenging the same person again without challengingsomeone else first. There may be a limit as to how many rungs abovethemselves players may challenge. Initial placement on the ladder may berandom or deterministic based upon an entry test/challenge.

In a number of embodiments, player ranking may be assigned on levelbased progression. A player can accumulate experience points (XP) basedon play time, tasks undertaken, skills learned and/or a variety of othercriterion. To “level” or “level up,” a player gains enough XP to reachthe next level. When a level is gained, the player's abilities orstatistics increase, making the player stronger. In a number ofembodiments, a player's ranking is based (at least in part) on the levelattained by the player, and a handicap assigned accordingly.

In many embodiments, skill level may be assigned based on performance inspecific aspects of the game. In certain embodiments involving a huntinggame, factors including but not limited to accuracy, type of animalskilled, and kill quantities may be valued separately and then combinedto provide the overall ranking. In particular embodiments, skill levelis not necessarily based on wins/loses, and handicapping may be appliedbased on specific aspects of the game (a skilled player in each aspectof the above hunting game may be handicapped with features such as, butnot limited to, less accurate guns, fewer numbers of animals, or moredifficult kill-shots).

In several embodiments, there can be a short period at the onset of gameplay during which the anti-sandbagging module assesses player's currentskill level and evaluates that skill level relative to the player'shistorical skill level(s) before applying the appropriate handicap. In anumber of embodiments, the anti-sandbagging module assesses player skilllevel throughout game play to evaluate the player's skill level. Theanti-sandbagging module may then apply the appropriate handicap at theconclusion of the game play session.

In various embodiments, a player can use an anti-sandbagging hybrid gamein a mode (such as for a short period of time and/or without payment)whereby the player is “tested” to establish a skill rating. This modecan be finite rather than at the beginning of gameplay. Also, this testmode can be distinct from actual gameplay.

In numerous embodiments, if no professed skill is on record, players mayselect the skill level they believe to be appropriate. This selectioncould be incorporated into player/account selection at the start ofgameplay rather than as a separate event. As play continues, theplayer's performance is measured and compared to others of the professedskill level. Where there are discrepancies, the rating assigned and thehandicap applied is adjusted. Alternatively, players that estimate theirperformance inaccurately may be disqualified from play.

In several embodiments, ranking systems can implement skill floors forindividual players. A skill floor is the minimum ranking that a playercan fall to. For instance, if a player has an established ranking of“expert”, subsequent poor performances cannot reduce his ranking to“beginner.” However, depending on the hybrid game in question, an“expert” player may have his or her rank decreased to an “intermediateplayer,” depending on the skill floor assigned. A skill floor may beassigned according to any arbitrary criteria, including but not limitedto the number of games played, amount of money won, amount of games won,and/or additional factors that can be used establish a player's skilllevel.

Several embodiments may or may not require participation in a playerclub. When a player club is unavailable or a player elects not toparticipate in one, the player is still identified. Rather than linkedexplicitly to a specific account, the player is anonymously tracked, viathe use of a ticket, code, or other means by which a player is given aunique ID that persists but is not tied to a player's person (such asbut not limited to not being linked specifically to the player's name).

In numerous embodiments, rankings may be continuous or discrete.Rankings may be specific to the casino, the casino family, and/orgeographic location or other divisions. The anti-sandbagging module mayfunction to normalize disparate rankings or rankings across multiplesystems and locations.

A process flow diagram of a process for determining if a player'scurrent performance at an anti-sandbagging hybrid game exceedshistorical performance in accordance with an embodiment of the inventionis illustrated in FIG. 3A. The process 300 includes an anti-sandbaggingmodule retrieving current player performance measurements (502) andhistorical performance measurements (504) for a player while playing ananti-sandbagging hybrid game. The historical performance measurementsare for the particular player's historical performance measurements. Theorder in which current player performance measurements and historicalperformance measurements are retrieved is non-limiting and can beretrieved in any order. The anti-sandbagging module then performs (206)statistical analysis upon the current player performance measurementsand historical performance measurements. If there is sufficientdeviation from expected performance measurements as defined insandbagging definitions 507, then the player's rankings andcorresponding handicaps as anti-sandbagging provisions can be adjusted(508) according to any of the anti-sandbagging provisions describedherein and as specified by an operator's anti-sandbagging parameters509. In various embodiments, the player's ranking, and subsequenthandicap, may be re-ranked upward to a higher rank. However, if thecurrently player's performance measurement information indicates apoorer quality of fair play during the current play session, theplayer's rank, and subsequent handicap, may be adjusted to a lowervalue.

In many embodiments, an outlier test is used to determine if theplayer's current performance information indicates that the player hassignificantly deviated from expected performance. In certainembodiments, an outlier test such as (but not limited to) the Grubb'soutlier test can be used. The Grubb's outlier test can be used to detectoutliers in a data set assumed to come from a normally distributedpopulation. To perform the Grubb test, a value T is calculated:T=Abs(Xi−Xmean)/swhere:

Abs( )=absolute value function;

Xi=observed player performance measurements for a current play session;

Xmean=mean of historical player performance measurements for previousplay sessions; and

s=standard deviation of Xmean.

Once T is calculated, a lookup table is used to determine theprobability that a rejection of Xi as belonging to the population ofXmean is improper. For example, the lookup table illustrated in FIG. 3Bcan be utilized. In FIG. 3B, the headings represent the probability, inpercentages, that a rejection is improper, and N is the number ofsampled historical data points for player performance that were used tocalculate Xmean.

In other embodiments, any technique for determining whether playerperformance is inconsistent with past performance can be utilized asappropriate to the requirements of a specific anti-sandbagging hybridgame.

The table is used by looking up the value of T in the table for thenumber N samples. Then, the probability is determined by looking up thecolumn to the probability value featured in the header. For example, ifN=20 sampled player performance measurements and T is calculated to be2.71, then the rejection of Xi as not belonging to the population of thesampled player performance measurements has a 2.5% chance of beingimproper. Put another way, there is a 97.5% chance the particularinstance of player performance is proper.

In several embodiments, outlier tests such as (but not limited to)Dixon's Q-test are used. In a Dixon Q-test, a ratio of distance betweena tested value and its next closest value in a set of sampled values ascompared to the range of all values in the sample is used to determineif the tested value comes from the same population as the set of sampledvalues. In certain embodiments, a process for determining a Q-test is asfollows.

The sampled values of historical player performance measurements arearranged in ascending order:x ₁ <x ₂ < . . . <x _(N)

A ratio, Q_(exp), is calculated as the difference between the value ofthe currently player performance measurement, X_(N), being tested fromits nearest neighbor value, X_(N-1), divided by the range of the valuesof player performances:

$Q_{\exp} = \frac{X_{2} - X_{1}}{X_{N} - X_{1}}$$Q_{\exp} = \frac{X_{N} - X_{N\; 4}}{X_{N} - X_{1}}$

The obtained Q_(exp) value is compared to a critical Q-value (Q_(crit))found in the table containing the critical Q values produced below. IfQ_(exp)>Q_(crit) for a particular confidence interval, then the testedplayer performance value can be characterized as an outlier, that is,that the current player performance measurement may significantlydeviate from expected player performance measurements in a statisticallymeaningful way.

A table containing the critical Q values for confidence level (CL) 90%,95% and 99% and N=3-10 is given below:

Table of critical values of Q Q_(crit) Q_(crit) Q_(crit) N (CL: 90%)(CL: 95%) (CL: 99%) 3 0.941 0.970 0.994 4 0.765 0.829 0.926 5 0.6420.710 0.621 6 0.560 0.625 0.740 7 0.507 0.568 0.680 8 0.468 0.526 0.6349 0.437 0.493 0.598 10 0.412 0.466 0.568

In certain embodiments, the expected performance can be the player's ownhistorical performance while playing a particular hybrid game. Inparticular embodiments, the expected performance can be the performanceof other players having the same or similar ranking as the player inquestion for a particular hybrid game.

Although various anti-sandbagging hybrid games constructed to evaluatethe rank of players are discussed above, anti-sandbagging hybrid gamescan be constructed to evaluate rank in any manner as appropriate to therequirements of a specific application in accordance with embodiments ofthe invention.

A sequence diagram illustrating the operation of an anti-sandbagginghybrid game that assigns handicaps as anti-sandbagging provisionsaccording to player skill level in accordance with an embodiment of theinvention is illustrated in FIG. 4. The sequence diagram 400 includesinteractions between one or more GWEs 402 of one or moreanti-sandbagging hybrid games and an anti-sandbagging module 404. Thesequence includes an anti-sandbagging module receiving (406) playerperformance measurements for each player 1 to N from one or more GWEs402 and determining (408) if each player 1 to N exceeded theirrespective expected performance based upon how each player's performancemeasurements are related to respective historical performancemeasurements of the player. As the players are evaluated forsandbagging, appropriate handicaps are assigned (414) for each of theplayers based upon the determination of sandbagging for each player. Theanti-sandbagging module then returns (418) instructions to applyappropriate handicaps as anti-sandbagging provisions or each player tothe one or more GWEs and the GWEs implement (220) the handicaps asappropriate.

A sequence diagram illustrating the operation of an anti-sandbagginghybrid game that adjusts a player's ranking dynamically in accordancewith an embodiment of the invention is illustrated in FIG. 5. Theanti-sandbagging module 504 receives (506) player performancemeasurements from a GWE 502 and assigns (508) a player ranking basedupon the player performance measurements. Then, the anti-sandbaggingmodule 504 receives (510) player performance measurements fromsubsequent sessions of entertainment game play after the initial rankingwas assigned. The anti-sandbagging module 504 can analyze the subsequentperformance measurements to determine (512) if the player significantlydeviated from expected player performance and adjust (514) the player'srankings and handicaps applied as ant-sandbagging provisions in light ofthe significant deviation.

Although various anti-sandbagging hybrid games constructed to assignrank to players are discussed above, anti-sandbagging hybrid games canbe constructed to assign rank in any manner as appropriate to therequirements of a specific application in accordance with embodiments ofthe invention.

Processing Apparatus

Any of a variety of processing apparatuses can host various componentsof an anti-sandbagging hybrid game and/or an anti-sandbagging module inaccordance with embodiments of the invention. In several embodiments,these processing apparatuses can include, but are not limited to, agaming machine, a console game, a personal computing device such as asmartphone or a personal digital assistant, a general purpose computer,a computing device and/or a controller. A processing apparatus that isconstructed to implement an anti-sandbagging hybrid game in accordancewith an embodiment of the invention is illustrated in FIG. 6. In theprocessing apparatus 700, a processor 704 is coupled to a memory 706 bya bus 728. The processor 704 is also coupled to non-transitoryprocessor-readable storage media, such as a storage device 708 thatstores processor-executable instructions 712 and data 710 through thesystem bus 728 to an I/O bus 726 through a storage controller 718. Theprocessor 704 is also coupled to one or more interfaces that may be usedto connect the processor to other processing apparatuses as well asnetworks as described herein. The processor 704 is also coupled via thebus to user input devices 714, such as tactile devices including but notlimited to keyboards, keypads, foot pads, touch screens, and/ortrackballs, as well as non-contact devices such as audio input devices,motion sensors and motion capture devices that the processing apparatusmay use to receive inputs from a user when the user interacts with theprocessing apparatus. The processor 704 is connected to these user inputdevices 714 through the system bus 728, to the I/O bus 726 and throughthe input controller 720. The processor 704 is also coupled via the busto user output devices 716 such as (but not limited to) visual outputdevices, audio output devices, and/or tactile output devices that theprocessing apparatus uses to generate outputs perceivable by the userwhen the user interacts with the processing apparatus. In severalembodiments, the processor is coupled to visual output devices such as(but not limited to) display screens, light panels, and/or lighteddisplays. In a number of embodiments, the processor is coupled to audiooutput devices such as (but not limited to) speakers, and/or soundamplifiers. In many embodiments, the processor is coupled to tactileoutput devices like vibrators, and/or manipulators. The processor isconnected to output devices from the system bus 728 to the I/O bus 726and through the output controller 722. The processor 704 can also beconnected to a communications interface 702 from the system bus 728 tothe I/O bus 726 through a communications controller 724.

In various embodiments, a processor loads the instructions and the datafrom the storage device into the memory and executes the instructionsand operates on the data to implement the various aspects and featuresof the components of a gaming system as described herein. The processoruses the user input devices and the user output devices in accordancewith the instructions and the data in order to create and operate userinterfaces for players, casino operators, and/or owners as describedherein.

Although the processing apparatus is described herein as beingconstructed from a processor and instructions stored and executed byhardware components, the processing apparatus can be composed of onlyhardware components in accordance with many embodiments. In addition,although the storage device is described as being coupled to theprocessor through a bus, those skilled in the art of processingapparatuses will understand that the storage device can includeremovable media such as but not limited to a USB memory device, anoptical CD ROM, magnetic media such as tape and disks. Also, the storagedevice can be accessed through one of the interfaces or over a network.Furthermore, any of the user input devices or user output devices can becoupled to the processor via one of the interfaces or over a network. Inaddition, although a single processor is described, those skilled in theart will understand that the processor can be a controller or othercomputing device or a separate computer as well as be composed ofmultiple processors or computing devices.

In numerous embodiments, any of an RWE, a GWE, ESE and anti-sandbaggingmodule as described herein can be implemented on multiple processingapparatuses, whether dedicated, shared or distributed in any combinationthereof, or may be implemented on a single processing apparatus. Inaddition, while certain aspects and features of element managementprocesses described herein have been attributed to an RWE, a GWE, an ESEor an anti-sandbagging module these aspects and features may beimplemented in a hybrid form where any of the features or aspects may beperformed by any of a RWE, GWE, ESE or anti-sandbagging module within ananti-sandbagging hybrid game without deviating from the spirit of theinvention.

While the above description contains many specific embodiments of theinvention, these should not be construed as limitations on the scope ofthe invention, but rather as an example of one embodiment thereof. It istherefore to be understood that the present invention may be practicedotherwise than specifically described, without departing from the scopeand spirit of the present invention. Thus, embodiments of the presentinvention should be considered in all respects as illustrative and notrestrictive.

What is claimed is:
 1. An electromechanical gaming machine constructed to provide an anti-sandbagging wagering system and to receive real world credit from a user, comprising: an entertainment controller operatively connected to a game world controller, wherein the entertainment controller is constructed to: provide to the user a skill-based entertainment game; record the user's identification information; generate a graphical display for the skill-based entertainment game; receive the user's interaction with the skill-based entertainment game; determine the user's level of skill; associate the user's skill level with the user's identification information; communicate the user identification information and skill level to the game world controller; and generate a graphical display of a user identity confirmation; a real world controller operatively connected to the game world controller wherein the real world controller is constructed to: receive from the game world controller a trigger of a wager of the received real world credit; determine a gambling outcome for the wager of real world credit in response to the trigger using a random number generator; and communicate to the game world controller, the gambling outcome; allocate the randomly generated payout of real world credits to a credit meter; and the game world controller operatively connecting the entertainment controller and the real world controller, wherein the game world controller is constructed to: communicate to the real world controller an instruction to execute the wager on the basis of the user's interaction with the skill-based entertainment game; receive from the entertainment controller the user identification information and skill level; generate an anti-sandbagging provision that triggers the user identity confirmation; apply the anti-sandbagging provision to the user identification information and skill level; perform the user identity confirmation; and communicate to the entertainment controller the user identity confirmation.
 2. The electromechanical gaming machine of claim 1, wherein the user skill level is determined by a game world credit outcome of the user's execution of the skill-based entertainment game.
 3. The electromechanical gaming machine of claim 1, wherein the anti-sandbagging provision is triggered if the user's determined skill level is a significant deviation from expected user skill level.
 4. The electromechanical gaming machine of claim 3, wherein the expected user skill level is based upon historical user skill level.
 5. The electromechanical gaming machine of claim 1, wherein the user identity confirmation uses biometric measurements.
 6. The electromechanical gaming machine of claim 5, wherein the biometric measurements are take prior to the skill-based entertainment game and associated with a unique identification number.
 7. The electromechanical gaming machine of claim 5, wherein the biometric measurements are periodically triggered.
 8. The electromechanical gaming machine of claim 5, wherein the biometric measurements include a retinal scan.
 9. The electromechanical gaming machine of claim 5, wherein the biometric measurements include an iris measurement.
 10. The electromechanical gaming machine of claim 5, wherein the biometric measurements include a fingerprint.
 11. The electromechanical gaming machine of claim 5, wherein the biometric measurements include a palm print.
 12. The electromechanical gaming machine of claim 5, wherein the biometric measurements include a facial recognition.
 13. The electromechanical gaming machine of claim 5, wherein the biometric measurements include a voice print.
 14. The electromechanical gaming machine of claim 1, wherein the user identity confirmation uses security questions.
 15. The electromechanical gaming machine of claim 1, wherein the user identity confirmation uses geographic location data.
 16. The electromechanical gaming machine of claim 1, wherein if the user identify confirmation fails, a warning is issued to the user through the game world controller.
 17. The electromechanical gaming machine of claim 1, wherein if the user identify confirmation fails more than once, a penalty is assessed by the game world controller.
 18. The electromechanical gaming machine of claim 1, wherein the game world controller and the real world engine controller are constructed using a same processing apparatus. 